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Made in us
Regular Dakkanaut




In a world of SW Ragnor lists, IG leaf blower armies, and BA drop podding rhinos, I ask as an Ork what in our list is pure O MY GOD you can do that cheese? What combinations in our codex would make our opponent holy batman you can do that NO FAIRS!!!!! Im thinking Snikrot plus ICs is a decent start that or nob biker squads. Zogwarts squiganator might be a good choice, or a BW of 15 Burnas is also prett painful. Im looking for jaw dropping holy hell no way cheese, any thoughts?
   
Made in us
Purposeful Hammerhead Pilot




Murrieta, CA

I just played a 1250pts game my opponent had:

2x Big Mek w/ KFF
1x 30 Shoota Boyz w/ 3x Big shootas & Nob/PK/Bosspole
2x Deffdread w/ 2x KMB and Armor plates
3x 3 Killa Can Squads w/ KMB
3x 5 Loota squads w/ 3x Meks in each squad.

I only managed to get a draw out of this game because my opponent forgot to move his 30 man squad to cover 2 objectives in the 5th turn and the extra turn never came.

11 AV opponents, all with cover saves. I can barely produce enough shots to kill them in 5 turns. Especially w/ the Meks repairing any damaged walkers.

Your units are cheap as all get out.

Alternatively A battlewagon w/ Def rolla and big mek w/ KFF is rather insane.

But basically Kustom Force Field is crazy enough.

This message was edited 1 time. Last update was at 2010/08/19 14:52:26


Space Marines (Anything but BA or GK): 6k
Tau: 3k

-Thaylen 
   
Made in us
Sneaky Striking Scorpion



Minneapolis

Ragnar isn't that threatening considering his cost and only having power armor. IG leaf blower armies suffer from outflanking & deepstriking armies (especially trygons and the like because you must deal with it in 1 turn or die) as well as people who can survive their firepower (holo-field falcons are ridiculous to kill without AP1 fire and horde orks supported by ghazkull and a kff mek can usually survive most of the incoming fire). BA can't drop pod rhinos, and if they drop their jump packs they lose decent of angles, making their assault that much less threatening, though orks have trouble getting through that FNP (other than claw nobz).

I don't see cheese anywhere. It all dies to something, some armies just have more trouble (DE and Tau come to mind with difficulty with hordes and BA respectively).
   
Made in us
Regular Dakkanaut



Eastern USA

Yeah, I love the Kustom Force Field, no other army really has anything like it, and it's so useful to so many Ork strategies. If you're looking for a unique trick that's also crazy powerful, that's it right there.

Bear in mind that I'm a very casual player, and any advice I give will reflect that tendency.
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Made in us
Boosting Ultramarine Biker



Saco, ME

Boyz mobs that are Fearless until they contain less than 11 models?

Stormboyz who can move up to 18" in the movement phase, and then assault an additional 6"? Doubly sick on a Waaagh! turn when they get Fleet?

KFF out of a Battlewagon?

Wound-allocation shenanigan Nob squads?

Fast, open-topped transports that allow crazy assault ranges?




 
   
Made in us
Sneaky Kommando




Hemet california

orks are the king's of cheese. I love them there are so many diff combos that are going to nag ot the other player.

whats better than having the other player smile at blowing up your trukk only to find out it goes out of control and slams into his units and blows them up with it?

orks have it the best they are fun cheese and full of stuff that will give any selfrespecting gunline player a headache

Diplomacy is the act of saying good doggie until you can find a big enough gun!!!
 
   
Made in us
Willing Inquisitorial Excruciator






MD. Baltimore Area

TheRhino wrote:
Stormboyz who can move up to 18" in the movement phase, and then assault an additional 6"? Doubly sick on a Waaagh! turn when they get Fleet?


The errata removed the Waaagh! rule from stormboyz. They do not get fleet.

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Made in us
Been Around the Block



NYC

Who needs cheese when you can horde it better than anyone? A couple of 30 man squads of boys with a power claw nob (essentially a 29 wound powerclaw) and then some Lootas to add some long range firepower and you're good to go. Add Gazghul and that's a world of foot slogging hurt coming at you. I love Orks, they're armies look cool, their fluff is hilarious and they seem like they would be fun to play.

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Made in us
Sneaky Striking Scorpion



Minneapolis

I never had a problem with wound allocation nob squads (even as bikers).

Played them twice, and won both times (second one was more of a fun list but it still had wound allocation nob bikerz). They are annoying to deal with, but they do die, even in assault with dire avengers.

Open topped transports die when you look at them (ask DE), and battlewagons are expensive and easy to kill from side or rear armor.

Everything in the ork codex has its strength and weaknesses. Again, I do not see cheese anywhere.
   
Made in us
Anointed Dark Priest of Chaos






1. 6pt. boyz with shootas

2. Wound allocation via nobz & nob bikers

3. The KFF

4. deff rolla BW spam

5. Ghazghkull

Do these stack up to the latest state-of-the-art SW cheese? Probably not, but orks have style and character and that goes a long ways..


This message was edited 1 time. Last update was at 2010/08/19 15:50:08


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Made in us
Ragin' Ork Dreadnought




Monarchy of TBD

The Ork army is split. Our biggest strength is that what we do, we do cheaply. That's already been covered in this thread. We also have some magnificent WTF wonder weapons. Fortunately, these are constructed by Orks so they are totally unreliable.

First off- the Shokk Attakk Gun. Nothing else can one shot TH/SS Terminators, Tervigons, Thunderwolf Calvary, Sanguinary Guard, and anything without an armor value without allowing any saves. They are simply removed from the board, under the right circumstances.

The Deffrolla destroys any non-skimmer vehicle it impacts.

The Warphead has the ability to fire a 36" melta shot.

Old Zoggwort can turn the mightiest IC into a squig- every turn.

We have the only transport from which 20 models can assault.

We have the only unit in the game capable of putting down 15 flamer templates every turn (barring an IG blob, which really is more than one unit). If you mount this unit in a battlewagon, you can easily score more than a hundred Str 4 hits.

For one glorious turn, the entire army can assault something within 18".

Wazzdakka can fire while Turboboosting.

We can use boarding planks to Assault vehicles with up to 7 Str 10 attacks- without disembarking.

A 225 point unit can throw 45 autocannon shots down the board.

I'm sure I've forgotten others, it's been months since I played or drew up a list.


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Made in us
Gargantuan Gargant





Binghamton, NY

Stravo wrote:Who needs cheese when you can horde it better than anyone?
You want someone to cry cheese, play a low-point game. Smile as your SM opponent plops 2 Rhinos and a Dread onto the table, then watch his face slowly drop as you cover half of your table edge in green. Cheap-as-dirt troops mean at low points, most enemies literally won't have enough guns to kill you.

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Made in us
Plaguelord Titan Princeps of Nurgle




Alabama

Gitzbitah wrote:
First off- the Shokk Attakk Gun. Nothing else can one shot TH/SS Terminators, Tervigons, Thunderwolf Calvary, Sanguinary Guard, and anything without an armor value without allowing any saves. They are simply removed from the board, under the right circumstances.


Jaws of the World Wolf?

Boon of Mutation?

Gift of Chaos?

This message was edited 1 time. Last update was at 2010/08/21 06:20:19


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Made in us
Bonkers Buggy Driver with Rockets





Alexandria

TheRhino wrote:Boyz mobs that are Fearless until they contain less than 11 models?

Stormboyz who can move up to 18" in the movement phase, and then assault an additional 6"? Doubly sick on a Waaagh! turn when they get Fleet?

KFF out of a Battlewagon?

Wound-allocation shenanigan Nob squads?

Fast, open-topped transports that allow crazy assault ranges?





Stormboyz cant get fleet, as they dont have the waaagh rule, was a misprint in the codex, and it was deleted via errata.

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Made in ca
Decrepit Dakkanaut





puma713 wrote:
Gitzbitah wrote:
First off- the Shokk Attakk Gun. Nothing else can one shot TH/SS Terminators, Tervigons, Thunderwolf Calvary, Sanguinary Guard, and anything without an armor value without allowing any saves. They are simply removed from the board, under the right circumstances.


Jaws of the World Wolf?

Boon of Mutation?

Gift of Chaos?

Warscythes, C'tan.
   
Made in us
Sneaky Striking Scorpion



Minneapolis

Warscythes, C'tan.


Those can't one shot a Tervigon or Thunderwolf Calvary though. It's true that there are few ways to remove tough units with no way to stop it, but for just about every time you get to remove such strong units with a SAG, you kill yourself and everything within D6" I believe it is. When you're a horde army, or have a battlewagon or two nearby that really hurts.
   
Made in gb
Tzeentch Aspiring Sorcerer Riding a Disc





staffordshire england

svendrex wrote:
TheRhino wrote:
Stormboyz who can move up to 18" in the movement phase, and then assault an additional 6"? Doubly sick on a Waaagh! turn when they get Fleet?


The errata removed the Waaagh! rule from stormboyz. They do not get fleet.


How do they stand up



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Made in gb
Towering Hierophant Bio-Titan





Fareham

Jaws of the World Wolf?

Boon of Mutation?

Gift of Chaos?

Warscythes, C'tan.


Skulltaker.


Back OT:

Orks dont have any real gamebreakers, but mixing the right units makes it close to that.
For example:

Lootas can throw out up to 45 shots a turn at a decent strength and AP.
They are also pretty low on points.

Burnas are best against any army.
Against other horde you have 15 flame templates to remove whole units each turn, or against armoured targets (marines, sisters etc) you have power weapons, and a gakload of attacks with them.
Lets face it, a 3+ stormshield save may be good, but 45 power weapon attacks on the charge will go through, theres still a 1/3 chance to fail that ++ save.

Deff rollers - speaks for its self here.
Ultimate tank shock / ramming weapon.
Failing that, throw 15 burnas in it and template anything near you to death while staying safe.

Kanz - Half decent BS, cheap and you can take 9 of them for cover.
They also have access to decent anti-tank and anti-infantry weps.

KFF - no brainer, nothing else really like it except venoms for nids.


Thats not even close to everything, but im not going to spam away all day with units
Its just a case of getting a decent balance in the list and sticking to 1 plan.

   
Made in gb
Grovelin' Grot




I'm just wondering but can you actually put burna boyz in a transport?

2000pts
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1500pt 
   
Made in us
Anointed Dark Priest of Chaos






liam2580 wrote:I'm just wondering but can you actually put burna boyz in a transport?


If you think like an Ork you can:

Deploy a mob that purchased a trukk disembarked with the burnas next to the trukk.

Turn one have the burnas "carjack" the trukk: embarking and taking off in it...

Very orky if you think about it...

You can also transport them in a BW bought as a heavy choice...

etc.


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